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Welcome to Lara's newest adventure. If you thought her last five
adventures were exciting, wait until you see what she has planned for you this
time. There are 30 massive levels all set in exotic Egyptian locations. There are
70 Secrets for you to find, new moves, new enemies, and new vehicles to
ride.
As always, Fatman will reveal everything you need to know to win this game and
get a perfect score. All secrets are indexed at the end of this walkthrough and
sorted by level making it very easy to find the one(s) you missed. There is no
reward for finding all 70 Secrets other than your own personal satisfaction; plus
you will have the respect of Lara and myself.
Tomb Raider: The Last Revelation is divided into six major parts with
various levels in each part. You will often have to go back through previous
areas to continue, but for the most part the game follows a linear path. I've
designed this site so you can easily obtain help for any location you are stuck in.
Simply click the area at the top to bring up the level menu for that area on the
left. Then click the level name to jump to that area in the main text.
New Moves
Lara adds a few new moves to her physical abilities. In addition to her
usual moves such as Walk, Run, Sprint, Crawl, and Monkey Swing, she can now
climb and swing on ropes. Naturally, there will be plenty of opportunities (and
puzzles) which require these new abilities to complete successfully.
New Vehicles
Lara adds a motorcycle and a jeep to her list of vehicles she can use in her
adventures.
Level Design
The later levels in this game get very confusing. You will be going back and
forth across many of the same levels to locate various items and accomplish
certain objectives. I will include the walkthroughs for all trips to each area
under a single heading with a mini-index so you can easily determine which
portion of the text you need to read. This means that the text will not flow
correctly if read from top to bottom, so I will include links to assist you in
navigating the text properly.
Combat Tips
Combat hasn't changed much. One of the key things to remember when
fighting multiple targets is to LET OFF the fire key after you drop an enemy.
This way you can acquire a new target and not waste ammo on a corpse. Lara
can aim very accurately while jumping around, so try to keep moving to minimize
enemy damage.
Hardware List
Compass
Lara seems to have found her compass for this mission, so I can now use
references like N,S,E, & W to make things easier in this walkthrough.
Flares
You can't do any damage with these handy items, but they will be invaluable
as they illuminate your surrounding area, revealing traps, switches and Core's
new dynamic lighting engine. There are LOTS more dark areas in this
adventure so make sure to keep a good reserve of flares handy and don't waste
them. Remember, the muzzle flash of your pistols will also light up a dark area
- just not as long.
Medkits
These first-aid kits come in the small and large sizes. Collect as many as
you can so you can survive the deadly traps and dangerous enemies that await
you.
Binoculars
These will allow Lara to survey the upcoming terrain and plan any
strategies in advance. Very useful in the later levels.
Other Items
Tomb Raider Last Revelation features a new inventory system that allows
you to pick up many items scattered about the various levels and use them to
solve puzzles. Some items can (and must be) combined with other items before
they can be used properly. I will provide detailed explanations for all the items
you find and how they are used in the game.
Pistols
These are Lara's trusty sidearms she brought with her from the first five
games. Use them "John Woo-style" to take out your basic baddies. They will
auto-aim each time you press the fire button.
Shotgun - (first found here) This old favorite is back but this time with a twist. You now have two types
of ammo; Normal (red box) and Wideshot (blue box). Using the right ammo at
the right time will make things easier and I'll tell you when to load up each kind
for the best results.
Revolver - (first found here) More powerful than the pistols; this powerful handgun is the equivalent of
the Magnums or Desert Eagle from the earlier games.
Crossbow - (first found here) The harpoon gun is gone and has been replaced with this cool weapon.
Three types of ammo are available; Normal, Poison, and Explosive. Explosive
crossbow bolts are as powerful as the grenade launcher.
LaserSight - (first found here) Combine this handy little scope with the Revolver or the Crossbow and you
can zoom in for precise target shooting. Some puzzles and even enemies
require the use of this scope.
Uzi's - (first found here) Another favorite from the previous games; this weapon is very powerful and
should be saved for the bigger enemies or when you are faced with multiple
attackers.
Grenade Launcher - (first found here) This weapon provides some serious destruction. Grenades will explode
only after they are armed and they must travel about 50 feet before they arm.
This makes this weapon a long-range weapon which is good because you don't
want to get caught in your own blast. This is a great weapon for those skeletons
which can only be killed with this weapon or a laser-targeted sniper shot to the
head. There are three types of ammo for this weapons including; Normal,
Super, and Flash which will stun your enemies.
Weapons and Ammunition
Ammo is scattered all over the various levels. It is always a good policy to
save your bigger and better weapons for the bigger and badder enemies.
Sometimes I will give you a recommendation for which weapons to use, but feel
free to use your weapon of choice. There will also be times when I might say
"you will find a certain weapon in a certain location" and all you find is ammo for
that weapon. This is not a bug or error in the solve, but rather part of the game
design. Weapons appear in certain locations, but if you ALREADY have that
weapon from an earlier "pick-up point" then you will find ammo for the weapon
that would otherwise be there.
Training
You won't be training at the Mansion this time. Instead you will get to take a
trip back in time to Lara's first adventure when she was only 16. Not only is this
training mandatory before you play the main game, there are also 8 secrets
located in the training level. Make sure to get them all before you start the main
adventure.
Meet Verner Von Croy, your instructor during this portion of the game. If
you are new to the Tomb Raider series then you will find this training mission
very helpful. If you are a veteran "tomb raider" then you will soon grow impatient
with Von Croy's long-winded instructions and frequent interruptions during this
first level. During his long speeches you will notice that the screen will narrow.
This indicates an automated cut-scene where you will have no control over Lara.
When the screen returns to full frame you can resume playing.
Race for the Iris
(Normal) Staying ahead of Von Croy during this next race will make things much
easier for you. If he beats you to any of several checkpoints he will close doors
to hinder your progress. Use your sprint command a lot to stay ahead whenever
possible. On your mark...get set....GO!
Sprint out of the mouth and past the cheating Von Croy who took off on the
count of "two". Enter the door and turn right then left and left again up some
stairs. Run and jump over the first pit then climb the ledge and do a running
jump over the next pit. If you fall in the first pit you can climb out. If you fall in
the second pit look for the hole that leads to the next area.
Race through the arches and turn right as the camera pans to an overhead
view. Run off the ledge and through the door below and into the next room. If
you are ahead of Verner then you can go through the door otherwise he will have
shut this door forcing you to climb the vines on the wall to the left and drop into
the room on the other side. In the next room climb into the opening and continue
down the passage to the right then left and left again up the ramp. Do a running
jump and grab to catch the opposite side and pull up. If you miss and fall into
the pit head to the block in the corner and climb out.
Continue forward until you reach another large pit area. Jump and grab the
walkway above and monkey swing across to the opposite side. If you fall into
this room you can go to the opposite wall and climb up the vines. The rock piles
in this next room are deceiving. You need to do a running jump to get to the flat
ledge of the first pile then climb up onto the next block. Turn right and pull up
onto the ledge then follow it around jumping the gap and head down the wooden
bridge (the same bridge you monkey swung across just a moment ago) toward
the giant doorway. If Verner is ahead of you at this point he will close this
door. If the door is closing you can try to somersault under it, otherwise the
switch to open it is in a hole on the wall to the right.
The next section of the passages twists right, left, right, right, and left.
These are very sharp turns so don't try to sprint through this section or you will
hit the wall and waste more time than you save. Race down the ramp - this is
the final stretch so if Von Croy is near make sure to sprint into the final
room.
Once in this area the movie will take over. Depending on whether you won
the race or not will alter the movie just a bit, but the end results are the same.
Enjoy the finale of your training mission and the very cool opening movie for the
main game. See you in the Tomb of Seth.
If you are a true "tomb raider" and got all 8 Golden Skulls in the first level
then you get the more challenging course in your Race for the Iris. Aside from
more twists and turns and some spike traps this path isn't that much harder
than the normal route.
Sprint to the left and turn right into the passage. Race down the hall and do a
running jump at the end to clear the first pit. As soon as you land do another
running jump over the second pit. This second jump can be tricky if your launch
and landing points aren't precise. Falling into the pit is fatal, so you may want to
stop and line up your jump before making it. Continue running forward to the
next pit and do a running jump and grab. If you fall short you can catch the vines
and climb out.
Run into the next room to the right and turn left as you race for the next
door. It will open as you approach. Head to the right and sprint across the
bridge. At the other side you will start to slide down a slope toward some spikes.
Immediately do a standing jump to land on a second slope and jump again to
land in the next passage and head toward the rubble.
Head to the left side of the passage and jump right then forward over the
pile of rocks. Just past the rocks is a door on the right wall. Enter and turn right
to reach a second bridge. Sprint across the bridge and hug the right wall as you
enter the next passage. If Verner reaches this bridge ahead of you he will
cut the ropes forcing you to drop into the water below and swim into the next
room using the underwater passage.
Follow the stone path across the water (do running jumps at the corners to
shave seconds off your time) and head through the open gate into the passage
ahead and follow it to the left until it ends at a spiked pit. If Verner beat you to
the gate then he will have closed it and you will have to go over to the right
corner and climb a pair of blocks to reach the upper path. Run around this path
and it will take you to the other side of the gate and the spiked pit.
Do a running jump over the spiked pit and grab the vines and pull up on the
opposite side. Do another running jump and grab over the second spiked pit and
quickly pull out as the spikes will harm you as you hang on the vines. Enter the
dark passage ahead and turn left climbing up into either of the openings and
enter the next room. Another rope bridge is in this room so sprint across and
climb into one of the openings on the other side and continue to the left. If
Verner beat you to this bridge then he will have cut it loose and you will have to
swing across this pit using the hanging rope.
Turn right and head down the stone passage then turn left to arrive at a
giant stone head. Pause for the special camera shot then turn left and circle the
head and enter the mouth. If you fell while moving during the camera shot you
can use the vines to climb back up to the head. Inside the mouth turn to the
right then head left, right, and left and race down the final passage to the
Iris.
Once in this area the movie will take over. Depending on whether you won
the race or not will alter the movie just a bit, but the end results are the same.
Enjoy the finale of your training mission and the very cool opening movie for the
main game. See you in the Tomb of Seth.
Welcome to the Tomb of Seth where we will kick off this epic adventure.
We'll be getting acquainted with Aziz, your friendly guide who starts off the level
by lighting the first of many torches. Note: Your guide is never really given a
name in this game. You may remember Aziz from the movie Fifth Element -
"Aziz...Light!" I thought it was fitting. After he lights his torch he will move
down the passage lighting other torches along the wall.
Seems that Aziz isn't a very nice guy. He takes all of your possessions but
you are able to recover your weapons just in time to be attacked by his
henchmen. They attack in pairs and you can kill them in pairs with the shotgun
but you may want to save your ammo and use pistols while jumping around to
avoid their attacks. Make a note of the items they drop as you kill them. When
they are all dead you can collect quite an assortment of Medkits and ammo and
also the Jeep Keys which you need to pursue
Aziz.
We resume our chase already in progress. Continue down the road toward
the dig site. When you reach the bottom of the hill exit the jeep and collect the
Shotgun Ammo and Medkit before resuming the chase. Aziz takes off as you
get back in your jeep and will start tossing grenades at you again. Continue past
the statues and through the gap in the rocks until the sand dune creates a fork
in the road.
Click Here if you are Returning to the Great
Hypostyle Hall
Your first trip through this level will be short and uneventful, but don't worry
- you'll be back. For now our goal is to just reach the Sacred Lake, so head
North and climb the wall. Exit this room to the left and you will be in an outdoor
area with many blocks scattered about. Grab some Shotgun Shells from one of
the blocks then go South through some columns until you reach a small room.
Kill some Scorpions before getting the Medkit and Flares then head back
outside.
Head North and climb over a block to enter the next area. Turn left and
follow the long passage until you turn a corner and a movie cuts in. Continue
forward and slow to a walk as you near the very deep pit ahead. Line up for a
running jump and grab the other side to pull up and continue. There are many
possible paths to take from this next area. Take the door leading North and grab
the Uzi Clips to your left as you enter.
Turn right and continue to the top of the next room then head North to the
sloped area and go down it to reach the next level.
Click Here if you are Returning to the Sacred
Lake
Make sure you are facing North then climb the ledge in front of you. Head
to the left and go outside. Approach the ruins cautiously looking for a large
Crocodile that will attack when you get closer. Your shotgun will do the most
damage, but be ready to jump back or sideways if he survives your initial attack.
Grab the Medkit from the rock and head West.
Continue along the path until you reach the water then turn right and go
through the gap in the rocks. Dive in and avoid the crocs as you swim around
the central structure and climb out onto the shore. The crocs will follow you
onto the shore so get that shotgun ready and start blasting and dodging at the
same time. When they are all "luggage" you can head to the stone entrance to
the North and whip out your pistols to kill some Bats.
Continue forward to the hole and drop down. Turn and locate the white pole
then slide down the slope and jump to grab the pole. Hang there and spin
around until you locate another pole to the West. Now climb up the pole you are
on and spin so your back is to the other pole. Backflip from this pole to the
ledge behind you and jump onto the new pole. Climb this pole until you reach
the top marker. Now turn so your back is to the wall and backflip to the ledge.
Locate the crawlspace and go inside.
Crawl through this tunnel and back yourself out at the opposite end and
drop into the next room. Follow the passage to the South until it ends in a room
with a pair of gates and a chain hanging between them. Pull the chain to open
the large gate outside and release some more crocs into the water. Retrace
your steps back through the passage and the crawlspace until you reach the
ledge back at the poles.
Jump and grab the nearest pole and slide to the bottom then jump to the
next pole and slide to the bottom where you will hit a sloped surface and slide
into the water. Swim around collecting some Flares in this area and a Medkit
down the passage to the North. Exit this area by swimming to the South and
continue forward making two right turns until you reach the dead end. Swim to
the surface and exit to the beach quickly as those new crocs are coming at you.
Kill them quickly.
Dive in and swim through the gate you opened with the chain and locate
the lever that you can pull to open a trapdoor in the center of the room. Go get
some air then swim into the hole and open the door. Continue forward and then
head left through a hole in the rocks Continue down and right and through
another hole then head up at the dead end. Angle left toward the light and swim
toward the mirror. There is a small hole (visible only in the mirror) over the
center of this room where you can surface and get some much needed air.
Swim to the edge and climb out.
Now head down the hall and climb into the room at the end with the Second Canopic Jar resting on a pedestal. Take the jar
and another gate opens. Return to the mirror room and get back in the water.
Swim through the door and into the next hole turning right. Follow the passage
around to the left and through the holes in the rocks until you reach the
underwater door. Swim through and surface to get some air.
Dive back down and swim into the hole to the North to locate the gates that
opened when you took the second Canopic Jar. When you reach the end and
pass through the gates the current will take control sweeping you back to the Temple of Karnak.
Nothing like starting off a level being trapped inside a tomb. Vent your
frustrations on the nearby vases and get yourself a Medkit and some Uzi Clips
from the debris. Continue to the North and you will slide down into a room
infested with Morgue Beetles. These things are nasty and to be avoided at all
costs. Run to the right and jump to the ceiling where you can grab on and
monkey swing across the room (and over the beetles). Get on the pole at the
end of your swing and slide down to the lower level (not the bottom) and backflip
to the ledge.
Jump the gap to get an unlit torch then head to the burning torch along the
East wall and light yours. The torch is your best defense against the beetles but
it also severely restricts your actions. Return to the hold in the middle of the
room and drop to the floor below. Beetles will swarm you and do some damage
- not as much as if you didn't have the torch. You now need to visit each of the
three holes in the surrounding walls and press a button. Of course you will have
to drop your torch to do this. Once you drop your torch, don't bother picking it up
again. Just run to the other holes and tough it out. Each time you stop to press
the switch inside the holes the Beetles will do considerable damage to you. Use
Medkits as necessary to stay alive including the Medkit you will find in the hole
in the South wall. When all the buttons are pushed you can run for the pole and
jump to it and climb up to the middle level.
Backflip off the pole and locate the pair of urns on the West wall with a open
door between them. Jump the gap and blast the urns to get a Medkit then enter
the door as it shuts behind you. Locate the red square on the South wall and
push it open then climb the block and drop into the next room.
Move forward and drop into the hole to the right of the tomb. You will slide
into a passage with some spinning blades. Advance toward the blades and get
as close as you can and line up in the middle of the circle. Watch and learn the
pattern - they will retract just for a second after opening twice. Turn around and
wait for the blades to stop then backflip through the trap. Head around the
corner and repeat the procedure on the second trap.
Slide down the next ramp into the map room then turn to the left and climb up
into the chute where you will find a crawlspace inside on the right. Crawl
through until you reach the big wooden wheel. This opens the door to the North
but it will also start to close as soon as you release it. Turn the wheel several
times to open the door then head down the walkway. Sprinting can save you
some time but it could also cause you to miss a turn if you aren't careful. Follow
the path and turn right to jump a gap and land on the next walkway. Ignore the
blade trap behind you and just keep running. Follow the walkway around to the
right and do another running jump to the final ledge by the door. Angle left
toward the door and sprint the final distance doing a forward somersault under
the door just as it closes. If you fall off the walkway or miss a jump you can
return to the South where a ladder will take you back up to the wheel. Avoid the
pits with the blade traps.
Keep running when you roll under the door all the way to the end of the
walkway then do a standing jump to the pedestal where you will find the Golden Vraeus. It is heavily trapped so watch out for
the blades when you take it. Stand between the blades or get behind it before
trying to pick it up. Drop and hang from the pedestal and drop to the floor below.
Head toward the South jumping over the pits to avoid more blade traps. Go
through the crawlspace and up the ladder to return to the wheel then take the
crawlspace back out to the map room.
Insert the Golden Vraeus into the opening on the South wall and watch the
movie. Get the Guardian Key from the map table then go to the East wall and
use the key in the keyhole to open a trapdoor. Drop in and slide to the bottom of
the ramp and listen to the disturbing sounds of something big lurking around
down here. Sprint down the East passage and the doors on the left start to rattle
as you pass by. Grab the nearby Medkit in the corner and continue sprinting to
the lever. Pull the lever to open those rattling doors behind you - unless they
have already been opened...
Time for a little railroad action. Start by pulling the lever to open the door
then jump to the next car. This is the passenger car and contains three private
rooms. Check all the rooms and shoot the boxes in two of the rooms to get a
Medkit and Shells. Continue through the car and kill the henchman who tries to
get the drop on you. Jump to the next flatbed car with the blue cover over the
crates and watch as another pair of henchman climb onto the train. Kill these
guys before continuing across this flatbed car and jumping to the next.
At the end of the second flatbed car you can jump and grab onto the side of the
boxcar and climb to the top. Continue along the roof of the train and watch for a
pair of gunmen to come out of the roof hatches on the next two cars. Kill them
both and drop through the first hatch into the boxcar. Kill another gunman and
get some Shotgun ammo before going through the door at the back of the car
and jumping to the side of the next boxcar. Climb up to the roof continue to the
end of this car. Ignore the hatch - this car is empty.
This level is very confusing. Not only will you be switching between the
upper and lower catacombs, but you will also be going back to the Coastal Ruins
several times. Follow the links carefully so you don't get confused.
Upper Catacombs
As you being the Upper Catacomb level just keep going until you enter the
second room and the floor starts to shift. Move over to the face on the wall and
activate it to raise a brown piece of floor in the lower catacombs. Return
through the gate and back to the Coastal Ruins.
Continue through the narrow passage leading to the Library. Enter the
room at the end and head toward the East wall with the blue doors. Go through
the middle door and climb down the pole while avoiding those wheels. At the
bottom, take the passage leading to the next pole and once again climb it while
avoiding the deadly wheels. Backflip from the top and continue to the next
room.
Click Here if you are Returning to the Temple of
Isis
A large shark comes after you when you enter the underwater cave.
Dodge the pursuing shark as you make your way to the far side of the temple. A
pair of openings are on either side of a wooden door ahead. Swim into the right
one and you will be able to climb out of the water and locate a socket for the
Pharos Pillar. Jump back in the water and swim out past the wooden door and
into the left opening. When you exit the water in this area you will find a matching
socket that you can insert the Pharos Knot into. The wooden door will open
now.
Swim out and down through the opening and enter the temple. When you
exit to dry land a Skeleton will attack. When he is dead you can head over to the
hole in the center of this room and jump in the water. Swim into the next room
then swim over to the door along the North wall; open it and enter. When you
exit the water an Eagle will attack you. Kill the bird then head up the stairs to the
South.
As you enter the next room the door slams shut behind you. Approach the
statue of Isis and move toward the SW corner where you can find a column that
you can climb. Get out your trusty crowbar and pry the Black Beetle off the wall. A stream of black beetles will
pour into the room so hop of the column and run over to the West wall where you
will find a block that you can climb. From there you can climb into the upper area
and push the button in the alcove.
Return to the floor and head over to the left of the statue and climb up another
column to find a Broken Beetle you can pry off
with your crowbar. Doing so releases more beetles into the room so now you
really need to run to the block along the East wall and climb up into that alcove
to push a second button. An opening will appear at the base of the statue of
Isis. Return to the floor and drop and hang into the hole then climb down the
ladder.
At the bottom, turn and head North then go to the corner of the East wall
and climb the stone with the sloped top. Before you slide off the slope do a
backflip to the ledge behind you and take the Winding
Key from the pedestal. While you are here you also need to push the
button on the wall to open that door back in the Isis room. Return to the ladder
and climb up to the statue room and go out the door you just opened.
Kill the Skeleton back in the main chamber then head up the stairs to the
West. Go through the next two rooms and kill the Skeleton in the room with the
black pyramid. Check out the three holes leading to slides that take you to Black
Beetles down below. The hole to the North leads to a Broken Beetle and is
basically a waste of time. You will need to visit both the South and West slides
to get both of the Black Beetles. You can do the holes in either order and the
strategy is the same.
Drop in and slide down the slope. As you near the water at the bottom you
need to jump forward to gain a few seconds on the fire that is about to consume
this area. Quickly make your way across to the platform and pry the Black Beetle off the wall. The ramp you just slid down
now turns into stairs but that water looks a bit too warm for swimming. Climb up
to the ledge on either side of the burning water and circle around to the stairs.
You will need to make a running leap to reach the stairs before you can climb up
to the room. Repeat for the other hole/slide/beetle and you should now have a
set of three Black Beetles in your backpack. Only one more to go, so climb the
stairs to the North and enter Cleopatra's Palaces.
Continue down the passage until you reach the room with the fountain.
Continue across this room and up the stairs to the North and take the ramp up in
the room that follows. A section of the wall has a carved face on it and you can
use the crowbar to open it and reveal a hidden passage. Head down this
passage until you come to another carved face and use the crowbar again to
open it. Keep on going until you reach a hole you can drop into and slide down
toward some water.
Just before you drop into the water, jump from the slide over to the left and
continue in that direction until you find the elusive forth font
color="FF6633">Black Beetle. Remove it with the crowbar and add it to
your collection then quickly do a reverse roll and do a running leap across the
water. When you land on this ledge turn to the West and head for the opening.
You will have to enter the flaming water just long enough to get under the
opening and pull up. You can survive as long as you are quick. Heal yourself
when you are out of the water and return to the fountain room and back to the Temple of Isis.
NOTE: Now that you have the Nitro for your bike you can take this
opportunity to return to the City of the Dead and make that super jump to get Secret 56.
Drop down and talk to the man below to get some info on the creature you
are about to meet. Move ahead until you actually see the beast then sprint past
this monster to the South. Continue running around the next few turns until you
reach the area with the banners. Go to the West wall and climb the step. Now
climb over the block next to the rope along the North wall and you will fall into the
area below.
There are three levers along the North wall in this room. Start with the
middle lever then head to the SW corner and jump to the ledge above. Pull the
lever here before return to the wall with the three and this time pull the left lever
to reveal a hole under a coffin. Finally pull the right lever to move the other coffin
and reveal a second hole. Head toward the furthest hole and drop into the tunnel
below. Locate the switch and use your crowbar as a lever handle to open a door
down inside the other hole.
Exit your ride at the top of the ramp and start walking to the East. Climb
the step by the tree and continue down the streets until you come to a stack of
boxes. Use the boxes to protect yourself from the machine gun that is firing at
you. Crawl behind the boxes until you reach an area where you can go no
further. Peek over the boxes, target the gas can, and blow up the machine gun.
Now you can safely climb the boxes until you reach the top. Do a running jump
to grab the edge of the opening to the North and pull up.
Drop down into the passage below and continue until you reach the crawlspace
in the West wall. Crawl through trying to avoid the steam jets and the gunman
who is firing at you. There isn't much you can do except to heal yourself as
necessary. Get past the steam and kill the gunman then crawl out of the tunnel
and head North.
Climb into the alcove on the West wall then turn and target the gas can to
take out another machine gun. If the henchman doesn't die in the blast then take
him out too. Drop down and go through the nearby crawlspace to return to the
street. Outside, go North to the intersection and turn East until the road turns
and you can spot another crawlspace to the right. Crawl through to find the
Weapon Key Code then return to the street.
Continue across to the ledge and jump, grab, and shimmy past the steam on the
right. Drop down near the burning jeep and use your crowbar to pry loose the
Valve Pipe from the engine. Combine the pipe
and the Nitro to create the Nitrous Oxide Feeder
which you can use on your motorcycle.
Make your way back to where you left your motorcycle and install the
Nitrous Oxide Feeder. You can now make your final trip back
to the Chambers of Tulun.
Climb down the ladder to reach the street and approach the man to start a
movie. When the movie is over you can pick up the Mine
Detonator Body he leaves behind. Go get the Handle from the table over along the West wall then
approach the car and get the Car Jack Body from
behind it. Open the door to the South by pressing the red button next to it and
enter the passage.
Inside you will find a ladder and a crawlspace next to it that contains a
Medkit. Climb the ladder and at the top you can jump to the ceiling to monkey
swing to the right and drop on the next ledge. Jump, grab, and crawl into the
crawlspace in the South wall and follow it to the next room. Continue South
climb to the top of the wall. Combine the Handle with the Car Jack Body to
make a functional Car Jack then use it to open the gate in the ceiling. Climb up
and exit to the roof.
Things are a little dangerous up here. You get to dodge lightning bolts and
locust as you complete your next series of tasks. Wait for the lightning to pause
and get behind it so you can move the box out of the way. Now find the machine
with the basket on top and move it over to the lift that the lightning keeps striking.
A movie will take over. Head around the corner to the bridge you saw in the
movie and do a running leap to the ladder on the other side.
CITADEL
Watch the events in the movie unfold then when you are in control you can head
toward the room to the South and up the stairs in the SW corner. Locate and
flip the lever to open some doors downstairs that conceal some ammo then get
the unlit torch from the alcove to the West. Light your torch using the lit torch
nearby and return downstairs. Locate the rope above you and jump to set it on
fire. Head to the doors you opened with the lever (get the ammo) and drop into
the room below.
Continue until you are interrupted by a brief movie then jump to the ledge
on your left then jump to the ledge above the stair. Back off and grab the back of
this ledge and shimmy left then drop and grab the ledge below. Now shimmy
right until you can go no further then drop and grab again. Continue to the right
and shimmy around the next two corners until you reach the crawlspace that you
can pull up into. Go through and out the other side and drop into the water
below.
Splash through the water as you head NE them jump and crawl into the
crawlspace there. When you back out of the end of this passage you need to
perform a tricky set of jumps. As you are hanging from the edge, drop and
immediately backflip from the sloped surface. When you land do an immediate
forward jump and grab the ledge on the North wall. Now you can shimmy left
until you can pull up and stand and get the Medkit. Do a running jump to the
ledge behind you then head toward the stairs on the left.
A pair of henchmen wait for you as you head down the trail. Kill them then
search the guard on the right (by the door) and take his Silver Key. You can now unlock the door and enter. The
path continues between a pair of short walls and more henchmen lurk ahead.
Kill them then jump to either of the walls careful of the fatal pits on the other
side. Do a running leap to the levers across each of these pits to open the next
door. Head toward the door and kill another henchman and search the alcove
across from where he appears to find some Shells.
Enter to get your first look at the Sphinx then head for the hole on the right.
Locate the ramp to the right and slide to the small ledge below. Now do an
angled running leap to the next ledge and another angled leap with a grab to
cling to the next sloped ledge. Now head to the left and do a standing jump
down to the ledge below which should trigger some music and the arrival of
more enemies. When they are gone and you have obtained the Medkit from this
area you can proceed by doing an angled running jump to the next ledge. You
can now climb up to the door and enter the storage area.
Break open the boxes and you will get some Uzi Clips then head toward
the shelves along the wall and push them to the side to find a grate in the wall.
Shoot open the grate and enter and crawl through until you reach the other end.
Shoot out that grate and exit the crawlspace. You will be fired upon almost
immediately so kill the gunman and take his Shotgun ammo then locate the
switch he was guarding. Flip it to open the door and send a new pair of gunmen
into this area. Kill them and while you are at it, shoot the three boxes in this area
and you will find a Metal Blade in one of
them.
Continue up this sloped trail and head to the left where you will find a
series of small ledges you can start climbing. When you find the trapdoor in the
ceiling turn to face North and jump to grab the handle and open the door to climb
in. A giant scorpion is waiting for you as you climb up to this next area. Kill him
quickly before he poisons you - if you are too late a medkit will stop the effects of
the poison. A second scorpion is around the corner so deal with him too before
getting the Revolver ammo to the South and a Medkit from the alcove to the
West.
Continue to the intersection and go North until you reach the ravine then do
an angled running leap to the opposite ledge to the left. The path leads around to
the North where another ravine requires another running jump to get across.
You may also encounter a scorpion or two along the way. When you come into
view of the pyramid another scorpion moves in for the sneak attack. Head off to
the East and kill the giant flying insect then approach the next huge ravine.
Do a running jump to the South and grab the ledge that slopes down on the
other side. When you pull up and start to slide you need to quickly jump forward
to the next sandy area then turn left and jump once more to the other side and
get ready to kill another flying insect. Enter the nearby building. You may want
to save your game because your actions will determine if you see a movie in this
next area.
Enter and spot a scorpion attacking a guard. Quickly kill the scorpion and
save the guard's life to see a movie where you will receive the Guard Keys and the Armory
Keys. If the guard dies before you kill the scorpion you still get the
Guard Keys from his dead body - you just don't get the nice movie or the Armory
Keys. Clear out the Medkits and Shells from this room then exit the building.
Note: The Armory Keys are required to access Secret
69.
Return to the ravine on the left and jump to the right ledge then shimmy to
the left and around the corner until you come to a stop. Drop down and you
should now be back at the pyramid where you can spot a block sticking out of
the sand. Walk onto the block and continue NW onto the next higher ledge.
Continue North then jump NW to keep going up the blocks. Now continue
straight across to the West and when you reach the end of this flat section do a
running jump across to the next area where you slide down to a flat ledge above
the sand. A giant insect flies in for the attack so kill him quickly then continue
West until you can go no further. Turn to the North and start climbing the face of
the pyramid.
TEMPLE OF
HORUS
This is it. It all boils down to this exciting final level. You have all the secrets
and now you only have to survive this temple and the final encounter. Take a
deep breath and enter the tunnel and turn North. Taunt the creature behind the
gate if you feel like it and continue North into the temple and get the Large Waterskin nearby. Check out the wall to the left
for part of the solution to the next puzzle. On the North wall is a scale with a
vase on it. You need to pour exactly 2 liters of water into the vase to open the
grate in the floor. If you pour too much or too little water into the scale you get to
fight that monster from the previous area.
Here is how to solve this puzzle in case you didn't see Bruce Willis and
Sam Jackson do the exact same thing in Die Hard 3. Head to the fountain
and fill the large waterskin with water - 5 liters to be exact. Now open you pack
and combine the Large and Small Waterskins. You will pour exactly 3 liters into
the smaller waterskin leaving you with 2 liters in the large waterskin. Pour this
on the scale to complete the puzzle. Your math teacher and Bruce Willis would
be proud!
Drop through the opening in the floor and enter the torch room. Slide down
the pole and past the attacking bats and time your descent through the blade
trap below. Kill those bats when you reach the bottom and then examine this
room. This is another puzzle room much like the one above but the solution is a
bit more complicated. Our goal is to get precisely 4 liters of water. Empty both
waterskins and begin.
Fill up the large waterskin giving you 5 liters then pour 3 liters into the
smaller one. Dump the small waterskin and then pour the 2 liters from the large
waterskin into the now-empty smaller one. Fill the large waterskin back up
giving you 2 liters in the small and 5 in the large. Finally, pour 1 liter from the
large into the small giving you the required 4 liters of water in the large
waterskin. Pour the water on the scale and open the next grate.
Another pole, more bats and more slicing blades below...yawn! Kill the
bats when you reach the bottom and get ready for another math puzzle. Empty
out your large waterskin and pour the 3 liters which should still be in your small
one into the larger one. Fill up the small one so you should now have two
waterskins with 3 liters each. Now pour 2 liters into the large waterskin so it is
full and you have 1 liter left in the small. Pour this water into the vase on the
scale and drop into the hole.
Back into the light you can head to the shaft and do a standing jump and
grab the climbable wall and start climbing down past the open floor grates.
When you reach the ledge to your right you can shimmy over and pull up onto the
ledge. Get against the wall and then do a running jump to the North and fall to
the water below. Swim around to the area on the North and pull out of the water.
This next room has four pedestals and a huge altar with an egyptian statue.
Place those Holy Scriptures you've been carrying around on the pedestals then
walk into the light.
After the movie and the initial attack of Horus you need to escape into the
water. Swim down to locate the Amulet of Horus
which sank to the bottom in the recent movie. Make your way to the ledge to the
SW and get out of the water then quickly make your way to the ledge follow the
ramp along the East wall. Enter the open door and flip the switch to open
another door across the room. Exit back to the doorway and locate the room to
the North. Dodge the attacks of Horus as you jump out to the middle ledge then
over to the room to the North. Head up the ramp there, enter the room then flip
the second switch which activates a strange device.
Return to the opposite ledge and run up the ramp and continue East doing
a running leap to land on a patch of safe ground below. Go to the NE corner of
this ledge and do a running jump and grab to a ledge sticking out of the North
wall just above you. Pull up and do another running jump and grab to the next
ledge then a standing jump to the next. Climb some blocks to get a Medkit then
head South to the next ledge where you can do another running jump and grab to
pull onto the next ledge. Continue South until you spot the stalactite ahead. The
next jump is tricky so walk to the very edge then take one walking step back then
take one normal hop back. Now do a running jump and grab to lower your arc
and miss the stalactite. You will land on your feet on the next ledge.
Continue around this ledge and locate the crawlspace up on the West wall. Do
a running jump and grab then pull into it and crawl through until you can back
out of the other end. Follow this ledge around until you are force to do another
running jump and grab to get to the one above. Pull up and dodge Horus by
doing a running jump to the North and grab onto the climbable wall. Shimmy
over to the beam and climb up to the area where you first jumped into the water.
Start climbing the West wall until the movie takes over.
The gate in the next room will be open thanks to that switch from below.
Continue through the gate and jump past the set of three sliding pillars just like
before. When you enter the next room head directly to the left and stay against
the wall until the crashing pillars have finished. Go past the rubble and do a
running jump and grab over the spiked pit. Pull up and move forward to dodge
another crashing column and get against the left wall. Do a running jump and
grab onto the crevice then shimmy to the right and pull up to continue. Hug the
right wall this time and do a running leap to clear the pit and grab the opposite
side. While you are still hanging, shimmy to the left and pull up in the middle of
the dark block and sprint forward to get out of the pyramid and begin the final
movie.
CONGRATULATIONS!!! You've finished
Tomb Raider: The Last Revelation.